Saturday, January 26, 2013

This example shows how you can enlarge or scale your text to viewport using XNA in windows phone. Algorithm: 1.) Create a new project by File-> New Project name it ScaleTextToViewPort. 2.) Select Visual C# -> XNA Game Studio 4.0 from template section. 3.) Write following into Game1.cs: 4.) Add Segoe14.spritefont file to content folder. [...]

2. Vector Text Demo in Windows PhoneThis example shows how you can rotate your text according to your time frame using vector in XNA development. Algorithm: 1.) Create a new project by File-> New Project name it VectorTextDemo. 2.) Select Visual C# -> XNA Game Studio 4.0 from template section. 3.) Write following into Game1.cs: 4.) Add Segoe14.spritefont file to content [...]

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Tuesday, January 22, 2013

This example is a simple messenger activity. Algorithm: 1.) Create a new project by File-> New -> Android Project name it MessengerActivity. 2.) Write following into main.xml: 3.) Write following into values/strings.xml: 4.) Run for output. Steps: 1.) Create a project named MessangerActivity and set the information as stated in the image. Build Target: Android [...]

This example is a simple loan calculator application which shows monthly payment and total loan of the values entered. Algorithm: 1.) Create a new project by File-> New -> Android Project name it LoanCalculator. 2.) Write following into main.xml: 3.) Write following into values/strings.xml: 4.) Run for output. Steps: 1.) Create a project named LoanCalculator [...]

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I tested this tool from the command line, but there is an experiemental helper program for working with Xcode.

If you take a look at the rules directory of the source code you can play around with and tweak rules.

If you've created, or come across any iOS developer resources that you'd like to share you can submit them in below comment section.

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This example shows how you can do text crawling using XNA in windows phone. Algorithm: 1.) Create a new project by File-> New Project name it TextCrawlExample. 2.) Select Visual C# -> XNA Game Studio 4.0 from template section. 3.) Write following into Game1.cs: 4.) Add Segoe14.spritefont file to content folder. 5.) Run for output. [...]

This example shows how you can put text revolution using XNA in windows phone. Algorithm: 1.) Create a new project by File-> New Project name it TouchRevolutionExample. 2.) Select Visual C# -> XNA Game Studio 4.0 from template section. 3.) Write following into Game1.cs: 4.) Add Segoe14.spritefont file to content folder. 5.) Run for output. [...]

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If you've created, or come across any iOS developer resources that you'd like to share you can submit them in below comment section.

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If you've created, or come across any iOS developer resources that you'd like to share you can submit them in below comment section.

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An example demonstrating how to load and display an OBJ model in Cocos2D iPhone v2.x.

You can find and download the example through this thread in the Cocos2D iPhone forums.In the example project you'll see how an object can be loaded and rotated, and you can also swipe along the lines on each side to zoom in and move the object.

4. Open Source iOS UI Control Automatically Allowing You To Enable Tap-To-Zoom On An Image

An open source control allowing you to add tap to zoom to an image by simply suppling an array of your views.

Combine this with the Mosaic UI mentioned earlier this week and you've got a nice mosaic style image gallery.

If you've created, or come across any iOS developer resources that you'd like to share you can submit them in below comment section.

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Friday, January 11, 2013

This example shows how you can draw naiveText using XNA in windows phone. Algorithm: 1.) Create a new project by File-> New Project name it NaiveTextExample. 2.) Select Visual C# -> XNA Game Studio 4.0 from template section. 3.) Write following into Game1.cs: 4.) Run for output. Steps: 1.) Create a project named NaiveTextExample and [...]

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You can download JJAFAcceleratedDownloadRequestOperation from Github here.

If you've got an app that downloads large files and use AFNetworking this looks like a great way to speed those downloads up.

If you've created, or come across any iOS developer resources that you'd like to share you can submit them in below comment section.I guess you came to this post by searching similar kind of issues in any of the search engine and hope that this resolved your problem. If you find this tips useful, just drop a line below and share the link to others and who knows they might find it useful too.

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Testing is important for writing clean, bug-free code. Fortunately, if you're writing iOS apps, Apple's Xcode has unit testing capabilities built in. Ash Furrow shows you how it works and walks you through the creation of some actual tests - including using them to understand an error in your code.

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When there's a problem in your app, crash logs are a key resource for tracking down the source of the critical error. Experienced Windows devs will remember (fondly?) Dr. Watson, but how do you find and interpret the crash data on a mobile device? iOS creates crash logs much like those on it's Mac OS big brother, and Soheil Moayedi Azarpour shows you where to find them and how to understand what they say.

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Wednesday, January 9, 2013

In Part 1, you'll learn the basics of using Unity by creating a game with a simple player control mechanism. You'll also learn how to deploy your project on iOS.

In Part 2, you'll learn how to enhance the player's movements using pre-built controller objects and some scripts found in the standard packages, how to debug using Unity Remote, and how to customize the scene.

In Part 3, you'll add gameplay to your project and build on game design concepts that include adding prefabs, timers, menus and sounds to enrich the game experience.

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This article is related to

iPad,iPhone,iPhone Articles,iPhone Development,iPhone Game Development,iPhone Turorial,Mobile Development Tutorials,Mobile Developments,Unity,Unity3d,Games Development

A nice straightforward explanation of one of those potentially annoying Objective-C idiosyncrasies.

If you've created, or come across any iOS developer resources that you'd like to share you can submit them in below comment section.Thanks for reading this.

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Sunday, January 6, 2013

The primary focus of this tutorial is on getting setup with Xcode. Xcode is an outstanding Integrated Development Environment (IDE) made by Apple, and the vast majority of both iOS and Mac developers rely on Xcode when building applications.

Xcode is only compatible with Apple's OS X, and I am therefore assuming that you have a Mac capable of installing the software. I will be using Xcode 4.5 throughout this series. This particular version of Xcode requires OS X 10.7.4 or higher. Even though it is possible to create iOS applications with an older version of Xcode, I recommend that you also use the latest Xcode release to make sure that you don't run into unexpected issues along the way.

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Localization can be a huge selling point for mobile apps, opening up entirely new markets. And fortunately, incorporating localization into your iOS isn't difficult. Matt Tancock explains how Auto Layout has localization features built in, so your app has the hooks for a translated UI from the start. In a future newsletter we'll follow up with tips for those translation services.

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A nice UIAlertView replacement for those looking for custom coloring and a cleaner syntax.

If you've created, or come across any iOS developer resources that you'd like to share you can submit them in below comment section.

Thanks for reading this.

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Here's a base class for Windows Phone apps which I've been using to store user settings. It wraps the IsolatedStorageSettings and it's a slightly modified version of the SettingsStore-class included in the "A Case Study for Building Advanced Windows Phone Applications – Code Samples". Here's an example of how to use the base class (in a Windows Phone 8 app).

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Provisioning an application for testing on either a physical device or for App Store distribution can be a nightmare for beginners. However, every iOS developer has to tackle this hurdle at some point. In this article, I hope to give you a good understanding of how to properly provision an application for testing on a physical device.

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This is a very common scenario most developers stumble across - they are building an app for Windows Phone and have to target all 3 screen resolutions available with Windows Phone 8. The 3 screen resolutions for your reference are: WVGA - 480x800 or 800x480 (15:9 ratio) WXGA - 768x1280 or 1280x768 (15:9 ratio) 720p - 720x1280 or 1280x720 (16:9 ratio)

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Saving the emulator state between runs was one of the feature needed for the Windows Phone emulator, but till now it is not officially supported. It even makes more sense now when the Windows Phone 8 emulator is a full working operating system and not a trimmed one like Windows Phone 7/7.5 was. You could configure an email account, personalize the start screen, install some applications, install certificates or even save the state of an application that requires a lot of data to synchronize before the actual debugging and have everything ready the next time you start the emulator. Today I was trying to run the Windows Phone 8 emulator on a Parallels 8 machine using this post because I hate Windows 8 performance in Bootcamp (the disk access is crappy and the UEFI mode still needs drivers for sound, video and a way to enable Hyper-V). I observed that the first time you run an Windows Phone emulator it took more than 40 seconds to start. The reason is that the SDK creates a new Virtual Machine in Hyper-V and saves a "clean" snapshot of it.

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